Even without monsters and traps, the caves and dungeons in Din's Curse are dangerous. This is because you can interact with the environment in many ways. Today I'm going to talk about cave-ins because they're a great example of engaging the environment, but cave-ins also work with many other systems I've previously discussed.

A cave-in is exactly what you expect, large forces like explosions can break weakened areas of the cave or dungeon causing large rocks to fall down, crushing whatever is below them. Falling rocks do a good bit of damage, can temporarily block areas, and can cause further cave ins. Be careful with those powerful spells. They might kill your intended victims, but they also might rain down boulders on you or block your escape route.

While a powerful explosion can cause cave-ins just about anywhere, they are much more likely when the surrounding stone is already weak. Water drips and cracks show a slight weakness, while steam and gas leaks show more. Either way, be careful when visible signs of weakness are present. Gas leaks are even worse since they're flammable and tend to explode themselves. Also if there are support beams in the area, try not to break them.

Of course, in Din's Curse, not causing explosions isn't always easy. Many monsters in the game can use spells that explode. The Chaos Lords with their earthquake creating stomps are particularly dangerous. There are also numerous traps on the ground, on chests, and on many other objects. Even obvious explosion dangers like exploding barrels and energy vortexes can cause cave-ins. These circumstances will generate interesting decisions. Should you break that barrel hoping for loot when it is right next to the gas leak? What if it is near a gas leak, 4 cracks, and an energy vortex? What if you are playing a hardcore character?

The world modifiers can even impact cave-ins. One modifier increases the chances of natural earthquakes. Another modifier makes the entire dungeon or cave more likely to have weak areas.